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-rw-r--r--jumpmanjr.dasm29
1 files changed, 18 insertions, 11 deletions
diff --git a/jumpmanjr.dasm b/jumpmanjr.dasm
index af4e7ba..77b2963 100644
--- a/jumpmanjr.dasm
+++ b/jumpmanjr.dasm
@@ -1,5 +1,5 @@
; da65 V2.15 - Git 104f898
-; Created: 2016-09-05 16:35:55
+; Created: 2016-09-05 19:01:23
; Input file: jumpmanjr.rom
; Page: 1
@@ -1225,7 +1225,6 @@ page6_initial_vectors:
.addr check_falling_2 ; 85F2 00 89 ..
.addr sfx_player_entry ; 85F4 57 81 W.
; ----------------------------------------------------------------------------
-; probably just filler
zero_filler_85f6:
.byte $00,$00,$00,$00,$00,$00,$00,$00 ; 85F6 00 00 00 00 00 00 00 00 ........
.byte $00,$00 ; 85FE 00 00 ..
@@ -2201,17 +2200,24 @@ extra_life_points:
crumble_gameboard:
jsr enable_joystick_jv ; 8D00 20 1B 80 ..
lda #$86 ; 8D03 A9 86 ..
+; $86 = distortion 8, volume 6
+cgb_audc:
sta AUDC1 ; 8D05 8D 01 D2 ...
-L8D08: lda RANDOM ; 8D08 AD 0A D2 ...
+; store random N-blank-lines instruction at head of display list
+shake_screen:
+ lda RANDOM ; 8D08 AD 0A D2 ...
and #$70 ; 8D0B 29 70 )p
sta $0801 ; 8D0D 8D 01 08 ...
sta game_display_list ; 8D10 8D 81 08 ...
lda RANDOM ; 8D13 AD 0A D2 ...
+; random frequency
+crumble_sound:
sta AUDF1 ; 8D16 8D 00 D2 ...
-L8D19: lda RANDOM ; 8D19 AD 0A D2 ...
+; get random number 0 to 12
+rand_0c:lda RANDOM ; 8D19 AD 0A D2 ...
and #$1F ; 8D1C 29 1F ).
cmp #$0D ; 8D1E C9 0D ..
- bcs L8D19 ; 8D20 B0 F7 ..
+ bcs rand_0c ; 8D20 B0 F7 ..
sta $AA ; 8D22 85 AA ..
asl a ; 8D24 0A .
clc ; 8D25 18 .
@@ -2235,7 +2241,7 @@ L8D43: ora $3370,y ; 8D43 19 70 33
cpy #$28 ; 8D4A C0 28 .(
bne L8D43 ; 8D4C D0 F5 ..
cmp #$00 ; 8D4E C9 00 ..
- bne L8D08 ; 8D50 D0 B6 ..
+ bne shake_screen ; 8D50 D0 B6 ..
; well_done_screen jumps here via work_level_sub1
well_done_scores:
lda #$00 ; 8D52 A9 00 ..
@@ -3338,13 +3344,13 @@ L966E: lda jiffy_timer_2 ; 966E AD 1B 06
cmp #$F2 ; 9671 C9 F2 ..
bne L966E ; 9673 D0 F9 ..
L9675: ldx #$00 ; 9675 A2 00 ..
-; copy level descriptor to $0780
-copy_level_desc_2:
+; copy cur_level_desc to work_level_desc. done in between players, in a multiplayer game (so each player starts out with a fresh level)
+copy_work_level_desc:
lda cur_level_desc,x ; 9677 BD C0 07 ...
sta work_level_desc,x ; 967A 9D 80 07 ...
inx ; 967D E8 .
cpx #$40 ; 967E E0 40 .@
- bne copy_level_desc_2 ; 9680 D0 F5 ..
+ bne copy_work_level_desc ; 9680 D0 F5 ..
; call start subroutine for current level
init_level:
lda work_level_init ; 9682 AD A2 07 ...
@@ -3383,7 +3389,7 @@ enter_level:
jmp ask_num_players ; 96CB 4C 00 94 L..
; ----------------------------------------------------------------------------
-; copy level descriptor from levelXX_desc at $A000+(level*$40) to $07c0-$07ff
+; copy level descriptor from levelXX_desc at $A000+(level*$40) to cur_level_desc at $07c0-$07ff
copy_level_desc:
lsr a ; 96CE 4A J
ror $D7 ; 96CF 66 D7 f.
@@ -3434,8 +3440,10 @@ get_ready_msg:
.byte $00,$30,$2C,$21,$39,$25,$32,$00 ; 9714 00 30 2C 21 39 25 32 00 .0,!9%2.
.byte $00,$00,$27,$25,$34,$00,$32,$25 ; 971C 00 00 27 25 34 00 32 25 ..'%4.2%
.byte $21,$24,$39 ; 9724 21 24 39 !$9
+; 1-indexed
color0_table_minus_one:
.byte $00 ; 9727 00 .
+; background colors for GET READY screen (different for each player)
color0_table:
.byte $96,$24,$C6,$54 ; 9728 96 24 C6 54 .$.T
; 112 blank scanlines, then one GR.2 line, loaded from $0742
@@ -5662,7 +5670,6 @@ l01_map_change_2:
l01_map_change_3:
.byte $FE,$49,$9C,$FD,$04,$00,$60,$25 ; A3CC FE 49 9C FD 04 00 60 25 .I....`%
.byte $05,$FF ; A3D4 05 FF ..
-; probably just filler
zero_filler_a3d6:
.byte $00,$00,$00,$00,$00,$00,$00,$00 ; A3D6 00 00 00 00 00 00 00 00 ........
.byte $00,$00 ; A3DE 00 00 ..